FreeKill/lua/server/events/hp.lua
Nyutanislavsky 8d87fbbf09
Fixbug (#144)
视为技添加frequency(为了显示限定技)
修复主动技canUse (by @Ho-spair )
Exppattern增加子类别
增加体力上限相关的log
增加求桃prompt
修复许褚、夏侯惇(by @xxyheaven )和赵云
移除观星一张牌直接放在牌堆顶
添加获得牌的log(和摸牌区分开)
封装重铸(和以技能重铸)函数

---------

Signed-off-by: Mechanel <nyutanislavsky@qq.com>
2023-05-13 13:23:18 +08:00

247 lines
5.9 KiB
Lua

-- SPDX-License-Identifier: GPL-3.0-or-later
local damage_nature_table = {
[fk.NormalDamage] = "normal_damage",
[fk.FireDamage] = "fire_damage",
[fk.ThunderDamage] = "thunder_damage",
[fk.IceDamage] = "ice_damage",
}
local function sendDamageLog(room, damageStruct)
if damageStruct.from then
room:sendLog{
type = "#Damage",
to = {damageStruct.from.id},
from = damageStruct.to.id,
arg = damageStruct.damage,
arg2 = damage_nature_table[damageStruct.damageType],
}
else
room:sendLog{
type = "#DamageWithNoFrom",
from = damageStruct.to.id,
arg = damageStruct.damage,
arg2 = damage_nature_table[damageStruct.damageType],
}
end
room:sendLogEvent("Damage", {
to = damageStruct.to.id,
damageType = damage_nature_table[damageStruct.damageType],
damageNum = damageStruct.damage,
})
end
GameEvent.functions[GameEvent.ChangeHp] = function(self)
local player, num, reason, skillName, damageStruct = table.unpack(self.data)
local self = self.room
if num == 0 then
return false
end
assert(reason == nil or table.contains({ "loseHp", "damage", "recover" }, reason))
---@type HpChangedData
local data = {
num = num,
reason = reason,
skillName = skillName,
damageEvent = damageStruct,
}
if self.logic:trigger(fk.BeforeHpChanged, player, data) then
self.logic:breakEvent(false)
end
assert(not (data.reason == "recover" and data.num < 0))
player.hp = math.min(player.hp + data.num, player.maxHp)
self:broadcastProperty(player, "hp")
if reason == "damage" then
sendDamageLog(self, damageStruct)
elseif reason == "loseHp" then
self:sendLog{
type = "#LoseHP",
from = player.id,
arg = 0 - num,
}
self:sendLogEvent("LoseHP", {})
elseif reason == "recover" then
self:sendLog{
type = "#HealHP",
from = player.id,
arg = num,
}
end
self:sendLog{
type = "#ShowHPAndMaxHP",
from = player.id,
arg = player.hp,
arg2 = player.maxHp,
}
self.logic:trigger(fk.HpChanged, player, data)
if player.hp < 1 then
if num < 0 and not data.preventDying then
---@type DyingStruct
local dyingStruct = {
who = player.id,
damage = damageStruct,
}
self:enterDying(dyingStruct)
end
elseif player.dying then
player.dying = false
self:broadcastProperty(player, "dying")
end
return true
end
GameEvent.functions[GameEvent.Damage] = function(self)
local damageStruct = table.unpack(self.data)
local self = self.room
if damageStruct.damage < 1 then
return false
end
damageStruct.damageType = damageStruct.damageType or fk.NormalDamage
if damageStruct.from and not damageStruct.from:isAlive() then
damageStruct.from = nil
end
assert(damageStruct.to:isInstanceOf(ServerPlayer))
local stages = {
{fk.PreDamage, damageStruct.from},
{fk.DamageCaused, damageStruct.from},
{fk.DamageInflicted, damageStruct.to},
}
for _, struct in ipairs(stages) do
local event, player = table.unpack(struct)
if self.logic:trigger(event, player, damageStruct) or damageStruct.damage < 1 then
self.logic:breakEvent(false)
end
assert(damageStruct.to:isInstanceOf(ServerPlayer))
end
if not damageStruct.to:isAlive() then
return false
end
-- 先扣减护甲,再扣体力值
local shield_to_lose = math.min(damageStruct.damage, damageStruct.to.shield)
self:changeShield(damageStruct.to, -shield_to_lose)
if shield_to_lose < damageStruct.damage then
if not self:changeHp(
damageStruct.to,
shield_to_lose - damageStruct.damage,
"damage",
damageStruct.skillName,
damageStruct) then
self.logic:breakEvent(false)
end
else
sendDamageLog(self, damageStruct)
end
stages = {
{fk.Damage, damageStruct.from},
{fk.Damaged, damageStruct.to},
{fk.DamageFinished, damageStruct.to},
}
for _, struct in ipairs(stages) do
local event, player = table.unpack(struct)
self.logic:trigger(event, player, damageStruct)
end
return true
end
GameEvent.functions[GameEvent.LoseHp] = function(self)
local player, num, skillName = table.unpack(self.data)
local self = self.room
if num == nil then
num = 1
elseif num < 1 then
return false
end
---@type HpLostData
local data = {
num = num,
skillName = skillName,
}
if self.logic:trigger(fk.PreHpLost, player, data) or data.num < 1 then
self.logic:breakEvent(false)
end
if not self:changeHp(player, -num, "loseHp", skillName) then
self.logic:breakEvent(false)
end
self.logic:trigger(fk.HpLost, player, data)
return true
end
GameEvent.functions[GameEvent.Recover] = function(self)
local recoverStruct = table.unpack(self.data)
local self = self.room
if recoverStruct.num < 1 then
return false
end
local who = recoverStruct.who
if self.logic:trigger(fk.PreHpRecover, who, recoverStruct) or recoverStruct.num < 1 then
self.logic:breakEvent(false)
end
if not self:changeHp(who, recoverStruct.num, "recover", recoverStruct.skillName) then
self.logic:breakEvent(false)
end
self.logic:trigger(fk.HpRecover, who, recoverStruct)
return true
end
GameEvent.functions[GameEvent.ChangeMaxHp] = function(self)
local player, num = table.unpack(self.data)
local self = self.room
if num == 0 then
return false
end
player.maxHp = math.max(player.maxHp + num, 0)
self:broadcastProperty(player, "maxHp")
if player.maxHp == 0 then
self:killPlayer({ who = player.id })
end
local diff = player.hp - player.maxHp
if diff > 0 then
if not self:changeHp(player, -diff) then
player.hp = player.hp - diff
end
end
self:sendLog{
type = num > 0 and "#HealMaxHP" or "#LoseMaxHP",
from = player.id,
arg = num > 0 and num or - num,
}
self:sendLog{
type = "#ShowHPAndMaxHP",
from = player.id,
arg = player.hp,
arg2 = player.maxHp,
}
self.logic:trigger(fk.MaxHpChanged, player, { num = num })
return true
end